﻿Shader "Hidden/lightCover"
{
	Properties
	{
		_MainTex ("Texture", 2D) = "white" {}
		_Mask("Culling Mask",2D) = "white" {}
		_Cutoff("Alpha cutoff",Range(0,1)) = 0.1
	}
	SubShader
	{
		// No culling or depth
		Tags{"Queue" = "Transparent"}
		Lighting Off
		ZWrite Off
		Blend SrcAlpha OneMinusSrcAlpha
		AlphaTest GEqual [_Cutoff]
		Pass
		{
			

			SetTexture [_Mask] {combine texture}
			SetTexture [_MainTex] {combine texture,texture-previous}
		}
	}
}
